Mythics: Stagnant Discussion
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Dragon78114
Sir Kandarin
TATORZ
Jeeves
Dark Avorian
Ruy112
trixtor
The Empty Lord
12 posters
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Mythics: Stagnant Discussion
First topic message reminder :
I've changed the title of the thread because the apostrophe wouldn't behave.
The twelve labours, inspired by both mythology and our unofficial mascot Dark Sylvania;
Timeline of the Mythics' Quest;
• Grandeur, the gateway to the Mythics' Guild, must be appeased. The requirements for this section are merely the skill requirements for the quest, having completed the Legends' Quest and having a certain number of quest points. The plinth that Grandeur stands on has three icons connected by rivulets. You need them all to light up.
• Through the gateway you can see the image above, basically. Only, the warrior is also a statue and facing the other way. These thirteen statues are, in effect, Hercules and the twelve labours. Accompanying them is a fourth character, imposing as a thirteenth labour - Durial, our antagonist.
• "Herclues" will introduce the labours, and what they are for. It should be noted that the labours themselves, and Herclues, are irrelevant to the quest at the moment. Players can complete them now or later. It should also be noted that Hercules does not mention Durial, our 13th Labour. Trying to make him stick out.
• Each labour would be based on the labours from Greek Mythology. This is the guild of Mythics after all, and Greek wouldn't be the only source when we finally have access to the guild. "Completing a labour" involves retrieving a lost relic that has been hidden in your time. These tasks take place in both RuneScape, and bespoke instances.
• Durial requires three items; the Blades of Eleyon, the Cloak of Shadows and the Potion of Vulnerability. Each item will require utmost knowledge of RuneScape, as no requirements are officially given. This quest may seem long - but the labours aren't required at this point.
• After obtaining all three items for Durial he will exit the guild - returning to his own time. In the same cinematic, future-you will arrive; panting hysterically and cursing that he took too long (mentioning something about other future-yous and how he failed to improve... which you will also say).
• Future-you, though you don't know it yet, will tell you what you need to do next; which of the three labours you should complete. You require the Rising Sun, the Hydra's Diadem, and something defensive to counter the Blades of Eleyon. Future-you will also tell you what Durial's true intentions are.
• After having obtained these, your next mission is to activate the Chronarch's Throne, an altar capable of reversing the flow of time within the guild. *insert more on this segment*.
• Successfully rewinding time, you most exit the guild into the past and locate Durial. The fight will be epic... think Nomad, just harder (or perhaps not, Dark's still killing himself trying to kill Nomad). During this fight Durial will accuse you of being Guthix, among other interesting foods-of-thought.
• Return to the guild and fast-forward to the present. On your way to Grandeur, to speak with your future-self, you will notice two omens - Durial and yourself. Panicking, you run forward to try and stop yourself handing Durial the items. You will, of course, fail... and, well, you can probably see where I'm going.
• This segment is surprisingly easy, merely tell your past-you what to do.
The quest needs to end somewhere. Possibly when you exit the Guild and Grandeur's gargoyles will laugh at you, seemingly aware of you you'd just done. Or... the moment you return to the present it's quest-over, with aiding past-you merely being a required postal-script. I suppose that's the only issue with having a quest with no true questmaster.
February 14th, 2010;
I've changed the title of the thread because the apostrophe wouldn't behave.
The twelve labours, inspired by both mythology and our unofficial mascot Dark Sylvania;
Nemean lion | Nemyon | Guantlets | Written by Jeeves. |
Lernaean hydra | Lernos | Diadem | Written by Jeeves. |
Cerinean hind | Cerina | Helm | |
Erymanthian boar | Erymont | Axe-hammer | Written by Jeeves. |
Augean stables | Augo | Helm | Written by Trixtor. |
Stymphalian birds | Stympho | ||
Creten bull | Cretos | Mace | |
Mares of Diomedes | Trace | ||
Shield of Hippolyta | Hippolyta | Rising Sun | |
Cattle of Geryon | Geryon | ||
Apples of the Hesperides | Ladon | Golden Apple | |
Cerberus | Cerberus | Staff/Whip |
Timeline of the Mythics' Quest;
• Grandeur, the gateway to the Mythics' Guild, must be appeased. The requirements for this section are merely the skill requirements for the quest, having completed the Legends' Quest and having a certain number of quest points. The plinth that Grandeur stands on has three icons connected by rivulets. You need them all to light up.
• Through the gateway you can see the image above, basically. Only, the warrior is also a statue and facing the other way. These thirteen statues are, in effect, Hercules and the twelve labours. Accompanying them is a fourth character, imposing as a thirteenth labour - Durial, our antagonist.
• "Herclues" will introduce the labours, and what they are for. It should be noted that the labours themselves, and Herclues, are irrelevant to the quest at the moment. Players can complete them now or later. It should also be noted that Hercules does not mention Durial, our 13th Labour. Trying to make him stick out.
• Each labour would be based on the labours from Greek Mythology. This is the guild of Mythics after all, and Greek wouldn't be the only source when we finally have access to the guild. "Completing a labour" involves retrieving a lost relic that has been hidden in your time. These tasks take place in both RuneScape, and bespoke instances.
• Durial requires three items; the Blades of Eleyon, the Cloak of Shadows and the Potion of Vulnerability. Each item will require utmost knowledge of RuneScape, as no requirements are officially given. This quest may seem long - but the labours aren't required at this point.
• After obtaining all three items for Durial he will exit the guild - returning to his own time. In the same cinematic, future-you will arrive; panting hysterically and cursing that he took too long (mentioning something about other future-yous and how he failed to improve... which you will also say).
• Future-you, though you don't know it yet, will tell you what you need to do next; which of the three labours you should complete. You require the Rising Sun, the Hydra's Diadem, and something defensive to counter the Blades of Eleyon. Future-you will also tell you what Durial's true intentions are.
• After having obtained these, your next mission is to activate the Chronarch's Throne, an altar capable of reversing the flow of time within the guild. *insert more on this segment*.
• Successfully rewinding time, you most exit the guild into the past and locate Durial. The fight will be epic... think Nomad, just harder (or perhaps not, Dark's still killing himself trying to kill Nomad). During this fight Durial will accuse you of being Guthix, among other interesting foods-of-thought.
• Return to the guild and fast-forward to the present. On your way to Grandeur, to speak with your future-self, you will notice two omens - Durial and yourself. Panicking, you run forward to try and stop yourself handing Durial the items. You will, of course, fail... and, well, you can probably see where I'm going.
• This segment is surprisingly easy, merely tell your past-you what to do.
The quest needs to end somewhere. Possibly when you exit the Guild and Grandeur's gargoyles will laugh at you, seemingly aware of you you'd just done. Or... the moment you return to the present it's quest-over, with aiding past-you merely being a required postal-script. I suppose that's the only issue with having a quest with no true questmaster.
February 14th, 2010;
- Spoiler:
- Passed the Flames of Lloigh-enn, is the pathway to the Guild of Mythics. By now you have already passed through Grandeur, the great archway. Durial stands blockading at the end of the guarded walkway.
Durial appears to be one of 13 statues that line the pathway to the Guild. Players may complete all or none of the 12 statues before Durial. Durial requires a potion, a blade and a cloak obtained from yet-to-be-decided locations. Three of the twelve statues will prove useful for the later part of the quest, so if you do them before Durial it will save time doing them afterwards. After having collected Durial's items, he will leave to his own time and our futureself will become the obstruction to the guild. If you haven't already done the required labours, our futureself will tell us which to do.
*insert timetravel section*
- Spoiler:
- Thus far we'd only actually come up with guildlore and items we wished to include in the quest. The actual layout for how/why the items were obtained kept changing so Jeeves and I didn't feel bad coming up with a new reasoning. The following also adds an actual guild-set requirement for entry of which there wasn't one before hand.
The Mythics' Guild refers to the entirety of the area within the guild, excluding the path. In that, not specifically a building. This comment here is purely so we have some fixed terminology.
The path between the gate and the guild exists out of sync - almost in real-time, but almost in guild-time. Aligning the path are twelve statues; twelve unique statues. These statues represent the Labours (based on Greek Mythology). All Mythics must complete the Labours in order to enter the guild. Durial stands at the end of the path, observing our progress and awaiting the time that we finish the trials and become useful to him (for until we can actually enter the guild, we can't interact with him beyond words - not good when he needs items from us). Why us? Imagine that scene in films where the main character is nearly still in the centre of focus and life is just zooming passed? That was Durial until he saw us. Something about us stuck out.
Though not accurate with the loading screen, a thirteenth statue stands in the middle of the path immediately when you enter. This statue will introduce you to the Labours. He will inform you that something has been removed from each of the statues and places in your time and it is your task to recover it - Guarding each piece is an avatar of the statue. Once you have recovered all twelve items, you move on to Durial (the thirteenth labour as far as we're concern) - "My missing pieces will require... more creativity." The Rising Sun could easily be one of the artefacts we collect in the first part.
Players should note that the centre statue does not mention a 13th. Our futureselves will replace Durial as a roadblock to the guild. What's required to traverse time is still to be decided.
Any of this could be rearranged. I proposed that each of the twelve items could be a reward - but I then thought that it might be more interesting if that was optional, something post-quest. Or is RFD a good theme? Are twelve relics too many to be a required part of the quest?
- Spoiler:
- Durial wants to stop Guthix from remodelling the world into Gielinor, which inevitably destroys all that Durial holds dear. Unknowing of the task, we aid Durial in collecting three items - believing this was the initiation to the Mythics' Guild - the blade of Eleyon, the cloak of Shadows and the Vulnerability Potion (made from the bloodyield, pure ectoplasm and an un-chosen solid that would reflect upon the mind in some way - boiled in hellfire and bathed in starlight).
Upon giving Durial these items, he exists the guild. Of course, Durial was not from our time and left the guild into the 0th Age. As there were no repercussions of our actions, it is to be assumed that was succeeded in rectifying what we've done. However, that's just the optimists way of looking at things. In the present, we haven't yet done anything. But we are not alone. During the second part of the quest wherein we must collect countermeasures to our previous toils, the main personality is our future-self - however, we don't learn this until later, either. The only decided item that we would require to collect was the Rising Sun.
After obtaining these items, we are then required to return to the past in order to fight Durial and prevent him from succeeding. To do this, we must unlock the chamber of fate that resides in the centre of the guild. The guildmasters, the wraiths, will not help you and you will only have the aid of your futureself. He instructs you that their is one additional item that you require, and one that you have held before - the Enchanted Key. To activate the key within the chamber of fate, three present-tense Mythics must stand about the plinth and will it to work - ourselves being one, we must convince the another two to help us. I think the Wise Old Man was decided as one of said Mythics, it's possible that Bob the Cat could be our second (and the hint towards this would be Robert the Strong having a chin wag with us during the quest).
Within the past, some epic fight must occur. Durial will believe us to be Guthix, having traversed time, and will fight us over that though. At one point he will claim that even if we are not Guthix now, we will become "Guthix". Success is required to further the quest, but death applies as with any quest. After defeating Durial we hear a voice echo within our head - to be speculated as Guthix.
Your quest is over. However, there is an additional segment to the quest (sort of like the wish list) where we can aid our past selves complete the quest. This is required so has to keep the flow of time in flux - as we were helped by ourselves, we must return the favour.
Last edited by 3mptylord on Tue Mar 22, 2011 2:28 am; edited 25 times in total
Re: Mythics: Stagnant Discussion
This quest is in stasis until Jeeves finishes reposting his pirate thread.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
Write another one Jeevies
Can we include the fates, the krakan and gorgons in Mythics'?
*remembers Clash of the Titans*
(Prelude to fate part) Io: Don't ask for more than you need to know!
Fates: Medusa will help you!
Perseus: Thanks...
Fates: We have more!
Io: Perseus no!
Perseus: I'm listening...
Fates: You will die! *cackles*
Can we include the fates, the krakan and gorgons in Mythics'?
*remembers Clash of the Titans*
(Prelude to fate part) Io: Don't ask for more than you need to know!
Fates: Medusa will help you!
Perseus: Thanks...
Fates: We have more!
Io: Perseus no!
Perseus: I'm listening...
Fates: You will die! *cackles*
Last edited by 3mptylord on Sun Apr 11, 2010 11:59 pm; edited 1 time in total
Re: Mythics: Stagnant Discussion
That movie was alright... the plot and history was shaky. The ending was anticlimactic and took a whole 10 minutes. Action was good though
TATORZ- Forum Mod
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Age : 29
Location : USA
Re: Mythics: Stagnant Discussion
Yes, we should use the Gorgons in here somewhere. The Kraken could be a mini-boss for one of the labours?
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
Really, I thought it was from Cthul'hu's home planet.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
Do you guys need me to write something?
Dragon78114- Partisan
- Number of posts : 1668
Age : 30
Location : Annandale-On-Hudson, New York
Re: Mythics: Stagnant Discussion
-drums fingers-
Again with the brilliant-yet-unfinished.
Again with the brilliant-yet-unfinished.
Sir Kandarin- Proselyte
- Number of posts : 192
Location : England
Re: Mythics: Stagnant Discussion
To be fair, this was more a case of everyone not continuing, rather than 3mpty by his lonesome.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
I retract my previous statement. This was all 3mpty's fault.
Just to let you know, I may actually do more of the labours/ quest.
Just to let you know, I may actually do more of the labours/ quest.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
Is post 1 up to date on what sections we'd previously written... it's been a h'while.
Re: Mythics: Stagnant Discussion
I think I actually started planning a task, but then I got distracted with Azzan and Axar... haha...
Dragon78114- Partisan
- Number of posts : 1668
Age : 30
Location : Annandale-On-Hudson, New York
Re: Mythics: Stagnant Discussion
I'll work on a labor tonight. Maybe two.
The Cattle and Cerberus to be exact.
The Cattle and Cerberus to be exact.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
I'll take this one Just tell me a bit about how I'm supposed to write it.
Shield of Hippolyta | Hippolyta | Rising Sun |
blank- Proselyte
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Age : 29
Re: Mythics: Stagnant Discussion
sigh...I wish I could write another labor.
Jeeves- Advocate
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Age : 31
Location : New Jersey, AMERICA
Re: Mythics: Stagnant Discussion
I know that this is badly written and I'm too lazy to write the dialogue. I took liberties with the myth by a) changing the task to better suit RS (and to give a reward after the quest) and b) not using the second half of the myth.
The cattle of Geryon:
The statue is basically the same as Dark Sylvania's drawing
The Rhyme is indecipherable, as it is three sets of text overlapping one another, but the last line can be made out:
In the starters fields the cattle lie.
In addition, a voice in your head will tell you to capture Geryon's Cattle. Thinking about the meaning of these words, you slowly realize that it is referring to the cows near Lumbridge. Swiftly making your way there, you catch a glimpse of some kind of Dog-thing. Suddenly, you fall unconscious. When you wake up, you find a very angry 2-headed dog staring at you and beginning to growl. You scream in terror. (this is a cutscene by the way) Jumping up, you run to the castle, and climb the stairwell up to the top. (cutscene end) (important note: going anywhere other than to the cattle field across the river will cause the dog to chase you into the castle once again.) When you arrive there, a previously unseen NPC with three heads, two bodies, six arms and two legs will come over to you. (His name will be ??? at this point) He will initiate a conversation with you. You will make idle chatter, but when you tell him that you are here to capture the Cattle of Geryon, he will tell you that he's Geryon, and he will call the two-headed dog and another NPC named Eurythion to fight you. The dog is level 170, has 2500 lifepoints, is weak to crush attacks, and attacks at double the speed of a longsword. Eurythion is level 180, has 3500 lifepoints and doesn't have any special weaknesses/ powers. As soon as you beat the two, you will once again scream in terror and this time run to the Lumbridge cellar. You will have the opportunity to use the bank chest. Once you ascend from the cellar, you will be attacked by a two-headed ghost dog with 2000 lifepoints. Its strategy remains the same. Once you return to the field, Geryon will attack you. (this guy is meant to be HARD, don't tell me that he's overpowered) (To counteract the difficulty of this fight, your gravestone will appear next to you when you die) (any re-spawn point other than lumbridge will be temporarily changed to lumbridge) He is level 300, has 5000 lifepoints, attacks at double the speed of a dagger and dodges your attacks with a 50% chance. Once you defeat him, you can enter the cattle field. Time for a mini-game! (remember herding sheep with the cattle prod? This time you will be herding a cow into a cage.) Once you accomplish this task, you will be immediately teleported back to the guild. The cage will have mysteriously gone missing.
After completing the labour, you will be able to play the same mini-game for hunting EXP, with different varieties of Cow to trap. The types of cows scale with your level, and all require level 1 hunting to trap. Rarely, you may come upon a giant cow carcass, from which you can harvest 12 big bones and 200 raw cowhide.
If you so wish, you will be able to kill the cows rather than hunting them. The only remarkable drop from them is their meat; Geryon Brand Beef(tm). You can cook it with an as yet undetermined cooking level, which will result in 'super-beef!' if cooked on a fire. (Super-Beef! gives 250 lifepoints and +2 to all combat skills except prayer and summoning.) If you cook the special beef on a range, you will get 'mighty-sausages!', which can be 1) eaten to restore 400 health in four bites (100 each,) but with a -3 to all combat stats except prayer and summoning.
and 2) you can use it as a joke weapon.
The cattle of Geryon:
The statue is basically the same as Dark Sylvania's drawing
The Rhyme is indecipherable, as it is three sets of text overlapping one another, but the last line can be made out:
In the starters fields the cattle lie.
In addition, a voice in your head will tell you to capture Geryon's Cattle. Thinking about the meaning of these words, you slowly realize that it is referring to the cows near Lumbridge. Swiftly making your way there, you catch a glimpse of some kind of Dog-thing. Suddenly, you fall unconscious. When you wake up, you find a very angry 2-headed dog staring at you and beginning to growl. You scream in terror. (this is a cutscene by the way) Jumping up, you run to the castle, and climb the stairwell up to the top. (cutscene end) (important note: going anywhere other than to the cattle field across the river will cause the dog to chase you into the castle once again.) When you arrive there, a previously unseen NPC with three heads, two bodies, six arms and two legs will come over to you. (His name will be ??? at this point) He will initiate a conversation with you. You will make idle chatter, but when you tell him that you are here to capture the Cattle of Geryon, he will tell you that he's Geryon, and he will call the two-headed dog and another NPC named Eurythion to fight you. The dog is level 170, has 2500 lifepoints, is weak to crush attacks, and attacks at double the speed of a longsword. Eurythion is level 180, has 3500 lifepoints and doesn't have any special weaknesses/ powers. As soon as you beat the two, you will once again scream in terror and this time run to the Lumbridge cellar. You will have the opportunity to use the bank chest. Once you ascend from the cellar, you will be attacked by a two-headed ghost dog with 2000 lifepoints. Its strategy remains the same. Once you return to the field, Geryon will attack you. (this guy is meant to be HARD, don't tell me that he's overpowered) (To counteract the difficulty of this fight, your gravestone will appear next to you when you die) (any re-spawn point other than lumbridge will be temporarily changed to lumbridge) He is level 300, has 5000 lifepoints, attacks at double the speed of a dagger and dodges your attacks with a 50% chance. Once you defeat him, you can enter the cattle field. Time for a mini-game! (remember herding sheep with the cattle prod? This time you will be herding a cow into a cage.) Once you accomplish this task, you will be immediately teleported back to the guild. The cage will have mysteriously gone missing.
After completing the labour, you will be able to play the same mini-game for hunting EXP, with different varieties of Cow to trap. The types of cows scale with your level, and all require level 1 hunting to trap. Rarely, you may come upon a giant cow carcass, from which you can harvest 12 big bones and 200 raw cowhide.
If you so wish, you will be able to kill the cows rather than hunting them. The only remarkable drop from them is their meat; Geryon Brand Beef(tm). You can cook it with an as yet undetermined cooking level, which will result in 'super-beef!' if cooked on a fire. (Super-Beef! gives 250 lifepoints and +2 to all combat skills except prayer and summoning.) If you cook the special beef on a range, you will get 'mighty-sausages!', which can be 1) eaten to restore 400 health in four bites (100 each,) but with a -3 to all combat stats except prayer and summoning.
and 2) you can use it as a joke weapon.
Last edited by trixtor on Thu Feb 24, 2011 1:42 pm; edited 1 time in total (Reason for editing : So much revision!)
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
But Jeeves, you can!
Will read when I'm not 'working' ... *shifty eyes and hides iPod*
Will read when I'm not 'working' ... *shifty eyes and hides iPod*
Re: Mythics: Stagnant Discussion
Nah, I have upwards of ten different things I need to finish in three weeks...which means until they're done, I have no time to write quests.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
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» Mythics: General Discussion
» Mythics: Durial's Equipment
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» Mythics: The Quest
» Mythics: Durial
» Mythics: The Counter-Equipment
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